No. They're much less derpy, much more focused around a particular style of play.
psychic powers of tzeentch:
24" s 5 ap 4 assault 2w6, warpflames, soulfire. 1 warpcharge. for each additional warpcharge you gain a additional d6
1-2 24" S d6 +1 assault 1 3" explosive, warpflames
3-4 24" beam s d6+4 ap 2 assault 1 warpflames
5-6 witchfire: 18" s d6+4 ap 1 assault 1 explosive 3" warpflames.
psychic powers of nurgle:
witchfire : flame s - ap 3 assault 1 poison 4+
1-2 witchfire, 12" s 1 ap 2 assault 1 5" blast 4+ poison.
3-4 blessing, the psyker gains at the beginning of each assault phase a d3. all enemys in base contact have the score reduced on their WS and initiative
5-6 nova: every enemy within 12" has to do a toughness test or suffer a wound without armor or coversaves allowed. if the unit loses a model it has to do another toughness check and so on and so on.
slaanesh psychic powers:
primary : beam ; 24" s 6 ap - rending assault 1
1-2 malediction, a enemy within 18" has -5 initiative and can not use the special rule counter attack nor can it overwatch
3-4 24" focused witchfire. enemy has to do a leaderchip tests or takes a wound without armor or coversaves allowed. if the model dies you nominate another random model in the unit. and so on and so on....
5-6 : nova : 12" every enemy has to roll 2w6 on and take the ld of the result. for every point remaining on this roll the unit suffers a wound without armor or cover saves allowed. after that the units have to do a pinning test.
Note: "Warpflames" mean that units tagged by Tzeentch powers get mutated, they must take a Toughness test: if they pass, they get permanent +1 FNP, if they fail, they take d3 wounds, no armor or cover.